/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "EntityTemplateCollection.h" #include "EntityTemplate.h" #include "graphics/ObjectManager.h" #include "graphics/Model.h" #include "ps/CLogger.h" #include "ps/Player.h" #include "ps/Game.h" #define LOG_CATEGORY "entity" #include void CEntityTemplateCollection::LoadFile( const VfsPath& pathname ) { // Build the entity name -> filename mapping. This is done so that // the entity 'x' can be in units/x.xml, structures/x.xml, etc, and // we don't have to search every directory for x.xml. const CStrW basename(fs::basename(pathname)); m_templateFilenames[basename] = pathname.string(); } static LibError LoadFileThunk( const VfsPath& path, const FileInfo& UNUSED(fileInfo), uintptr_t cbData ) { CEntityTemplateCollection* this_ = (CEntityTemplateCollection*)cbData; this_->LoadFile(path); return INFO::CB_CONTINUE; } int CEntityTemplateCollection::LoadTemplates() { // List all files in entities/ and its subdirectories. THROW_ERR( fs_ForEachFile(g_VFS, "entities/", LoadFileThunk, (uintptr_t)this, "*.xml", DIR_RECURSIVE)); /*// Load all the templates; this is necessary so that we can apply techs to them // (otherwise a tech can't affect the template of a unit that doesn't yet exist) for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it ) { // Load the no-player version of this template (used by techs for base values) GetTemplate( it->first, 0 ); for( size_t i=0; i<=g_Game->GetNumPlayers(); i++ ) { // TODO: Load the template just once and clone it to get these player templates GetTemplate( it->first, g_Game->GetPlayer(i) ); } }*/ return 0; } CEntityTemplate* CEntityTemplateCollection::GetTemplate( const CStrW& name, CPlayer* player ) { // Find player ID size_t id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() ); // Check whether this template has already been loaded TemplateMap::iterator it = m_templates[id].find( name ); if( it != m_templates[id].end() ) return( it->second ); // Find the filename corresponding to this template TemplateFilenameMap::iterator filename_it = m_templateFilenames.find( name ); if( filename_it == m_templateFilenames.end() ) return( NULL ); CStr path( filename_it->second ); // Try to load to the entity CEntityTemplate* newTemplate = new CEntityTemplate( player ); if( !newTemplate->LoadXml( path ) ) { LOG(CLogger::Error, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Couldn't load template \"%s\"", path.c_str()); delete newTemplate; return( NULL ); } LOG(CLogger::Normal, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Loaded template \"%s\"", path.c_str()); m_templates[id][name] = newTemplate; return newTemplate; } void CEntityTemplateCollection::GetEntityTemplateNames( std::vector& names ) { for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it ) if( ! (it->first.length() > 8 && it->first.Left(8) == L"template")) names.push_back( it->first ); } void CEntityTemplateCollection::GetPlayerTemplates( CPlayer* player, std::vector& dest ) { size_t id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() ); for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it ) { dest.push_back( it->second ); } } CEntityTemplateCollection::~CEntityTemplateCollection() { for( int id = 0; id < PS_MAX_PLAYERS + 2; id++ ) for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it ) delete( it->second ); }